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Tiberiumkyle

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  1. Shields do nothing for collisions, while integrity fields can help, so long as the collision is survivable in the first place. Fewer bits lost. Plus, weapons can generate with % to pen shields. Run around without integrity fields, you're gonna run into such a foe sooner or later, and you may find yourself desiring them, when that big alien ship is punching entire cannon volleys through your shields. I speak from experience there, but I already had integrity fields. Still hurt, just fewer bits missing once the battle was over.
  2. Awesome! Now I can get salvage turrets with decent range :D
  3. If nothing else, I'd like to poke around with the version that does allow seed change, despite messing with tech level.
  4. For me, while the turret stats listed change, what is actually built remains based on the original turret factory seed.
  5. This is quite strange, then. I don't have anything else that should be messing with tooltips, so idk wtf is going wrong. Nothing in logs.
  6. On beta branch, while I'm not getting blank tooltips, the mod only appears to work on stuff in shops, not stuff in build mode, personal inventory, or ship info.
  7. Eagerly await the xml, would love to make use of it, looking great.
  8. Those signals are alien ships on approach, you will always get them, short of modding them out.
  9. Can't recall where I saw it, but fairly certain something along those lines is already planned.
  10. Fighter scripting is extremely basic right now, as you've noticed.
  11. Tiberiumkyle

    Modded Turrets

    Been poking at that file myself, most of it seems to be working, cept for range. There's already a bug report going on that not working.
  12. Not specific to Linux, occurs on Win 7 as well. Faction battle in full swing tends to do it. For good measure, have a large alien fleet join in as well to ensure it occurs, at least for me.
  13. This is a problem with all crafted turrets, actually. Extra range doesn't seem to get applied to them correctly, if at all. Especially noticable if you tweak the investfactor for weapon reach in turretfactory.lua, any extra range doesn't actually apply. The only bonus range you can get is if the turret generates with +n% range effect, and that appears to only boost the base range, not the extra range from investment during crafting.
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